- Update 1.1 - Hotfix #1
- Fix birthrate crisis effect active on other saves when enabled once on a quest step
- v1.1 Update Out Now!
- Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features!
- We hope you enjoy this final major update and can’t wait to hear your feedback!
- New difficulty Mode: Hard mode named Resilience Mode
- +10 temperature on whole map in hard mode
- Plants die faster in Resilience mode (slower in Harmony mode)
- Plants give less ressources in Resilience Mode and more in Harmony mode
- Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode
- Refresh city score when changing difficulty
- Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)
- -20% asked resources on Harmony mode
- +20% asked resources on Resilience mode
- Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)
- -20% on Harmony mode
- +20% on Resilience mode
- New freemode map named Orphan Peak
- Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)
- New City Events
- 9 news city events :
- Down by the River
- Malnourished
- Get Cooking!
- Split
- Decentralizing
- Research Proposals
- Sharing is Caring
- Motivation
- Gathering of the Sages
- Satisfaction events’ system adjusted to prevent starting a new event just after completing one
- Input Inventory Management
- New option to change input inventories’ capacity for production modules
- New Icons and Tooltips in Objectives
- Clicking on an objective that asks to unlock a research opens the research screen with it selected
- Add Icons in quest objectives for the following items:
- Needed resources now have their affiliated icon before the resource’s name (material and immaterial)
- Tablet now have a tablet icon before the “Tablet†word
- Satisfaction threshold have the related satisfaction icon before the satisfaction names
- Orders (harvest and analysis) now have the related icon before the order’s name
- Needed research now have a generalist research icon before the research’s name
- Balancing
- Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)
- +4 adults & +3 child
- Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°
- Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above
- Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign
- Increased range of the Carpet building from “5x5x5x5†to “6x6x6x6†to match with the Table building range
- Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite
- Art Workshop from “30 Brick†to “20 Compositeâ€
- Music Workshop from “50 Brick†to “30 Compositeâ€
- The citizen reward in exploration is now based on game time progression
- Added a recipe allowing production of Boreal Rock in the Sand Factory
- “5 Protection†+ “20 Water†give “80 Boreal Rockâ€
- Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water†research)
- Changed spread of Cotton Sprout and Water Gourd
- Reduced Cotton Sprout max cluster size
- Cotton Sprout spread time increased from 10 to 15 days
- Water Gourd apparition time increased from 20 to 25 days
- Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn
- Modified scenario Beacon in the Sand of the Anchorage campaign
- Reduced Salt Drop Trees and Diluvian Bush cluster size
- Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season
- Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)
- Sand Extractor also reducing mineral in is range by 6 (excluding core cell)
- Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)
- Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days†to “25 daysâ€
- Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags
- Modification to support map start :
- added 3 Child to every map at the start
- balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables
- New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs
- The modifier tooltip of “Water Need†depending of soil properties is now responsive to terrain properties chosen for the building
- Adding a "TextColor" field on the TerrainProperty class
- Added player thanks to credits
- For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.
- Interface & Feedback
- Placing a building will now display its entry point to help place a building correctly
- Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource
- Added warning icon and tooltip text when a plant is dying in its UI
- Dead plant only display its health state if it can revive in plant panel
- Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range
- Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating
- Rectangle ranges are now shown as "width x length"
- Exploration zone pins now display a quest icon if an objective is asking the player to explore it
- Sort resource trades by result in Bartering Outpost
- Splitted toxic plant condition in multiple condition for better feedback
- Added animation when a resource trade is performed
- Added new feedback on production buildings indicating when its production is stopped because of the weather
- Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value
- Modifying text display on world space feedback for production building that are stopped during dry season
- New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively
- Bugfix
- Fixed a bug where plant were not dying when being sick during a long time
- Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active
- Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)
- Fixed a bug where plants would spawn dead
- Fixed a bug where road on irrigation canal destruction only giving back one boreal rock
- It is now not possible to select road or canal worksite
- Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)
- Fixed research unlock description for harvest task
- Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature
- Fixed a bug where building with 4 orientations stay at the same orientation when moving it
- Fixed dropped resources hover info and feedbacks order
- Fixed hover sometimes not showing resource name
- Fixed a bug where it was not possible to zoom or click behind order pins
- Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction
- The tooltips are now hidden when moving camera
- Fixed start button text replaced by “continue†before showing loading screen when starting a new game from main menu
- Fixed texts with white squares on tooltips in smaller ui scale values
- Fixed a bug where the mouse cursor could stay in “move mode†in the main menu
- Citizens will now go heal in closest available infirmary instead of first built one
- Fixed plants in wrong state when loading a game while being in a paused game
- Various fixes on roads and canals placement :
- Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump
- Allow to build road on canal right next to a pump
- Fixed invalid tiles when placing roads or canals
- Fixed main menu background size for certain resolutions
- Fixed camera snap when moving camera with keys while mouse button is pressed
- Fixed "have 6 maxed districts" achievement activating with founders place
- Fixed some cases where research module selected panel had misplaced bar cursor
- Fixed plant tooltip tags text when it needs two lines
- Fixed unable to correctly use saves when game folder is read only
- Fixed district upgrade button’s text appearing on two lines in japanese
- Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses
- Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.
- Fixed Cactus Shrub not showing conditional resources on shell order
- Fixed city event consequence to lose or gain citizens not correctly displayed
- Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective
- Deleting macro save won't delete all autosaves anymore
- Fixed citizen shadowing on sand factory
- Fixed graphical issues on hall of wise
- Fixed Spiketree outline
- Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order
- Fixed a bug where it was not possible to build roads on environment decorations props
- Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)
- Optim
- Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)
- Visuals
- Trees new sprites added
- Sunshade tree
- Hatted tree
- Bunch tree
- Spike tree
- Improved shadow on various plants
- Other Changes
- Disabled incompatible option "limit mouse in game area" on MacOS